#include "DGL3ProgramEnums.inc"

#ifdef VERTEX_SHADER

layout(location = GE_VA_Position) in vec3 aPosition;
layout(location = GE_VA_Texture) in vec2 aUV;

uniform mat4 uProjOrientMatrix;

out vec2 vUV;

void main()
{
	gl_Position = uProjOrientMatrix * vec4(aPosition, 1.0f);
	vUV = aUV;
}

#endif

//---------------------------

#ifdef FRAGMENT_SHADER

in vec2 vUV;
uniform sampler2D uEnvTex;
layout(location = 0) out vec4 fragColor;

void main()
{
    fragColor = texture2D(uEnvTex, vUV);
	//fragColor = vec4(0.0);
}

#endif